Quote:
Originally Posted by johndallman
A question in reply: how do you want to use syntactic magic in your game? Once we have some idea of that, we can make suggestions.
There are a lot of possibilities, from "a complete replacement for the default magic system" to "the secret knowledge of the mightiest mages, used only to change the world."
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my question is more simple and direct : if i use syntactic magic in a Dungeon Fantasy campaign, the limitations for mages to know Animal, Weather, Plant colleges, as described in Pyramid 3/60, are applied to a hypotetical "syntattic mage" (built from the Hedgemage template from GURPS Fantasy) too?or syntactic magic can be considered an exception to those rules, since the spells are more "undefined" than those of the "basic" system?
Note: Hedgemage in Fantasy has 3 options for spells, but itwas writenn far BEFORE the article Wizardy Refined.